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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-11-12 09:59:09 +0100
committerGitHub <noreply@github.com>2021-11-12 09:59:09 +0100
commit17759330695fdf4f2ec9c277574a1979a01bf8fb (patch)
tree057c5d55ef543ac1cb5de1618e35d55fc599ce45 /doc
parent90f508eadb8740395a09a588f2e79c5489fbf3fd (diff)
parent1e485a7da83a132598e8e76810305b3b094e41ad (diff)
Merge pull request #54900 from benjarmstrong/output_latency_docs_fix
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/ProjectSettings.xml4
1 files changed, 3 insertions, 1 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 80ef73d824..abdd8138ad 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -289,7 +289,9 @@
Safer override for [member audio/driver/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
</member>
<member name="audio/driver/output_latency" type="int" setter="" getter="" default="15">
- Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
+ Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
+ Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency.
+ [b]Note:[/b] This setting is ignored on all versions of Windows prior to Windows 10.
</member>
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.